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Everything posted by Kai Moon
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On Christine Lansdale's timed mission "Go to the office, prevent the fire from starting, and rescue the people that are being held by the Family" there are three bombs. Since Issue 25, the bombs don't have to be disarmed simultaneously. The objective text when one bomb is left says "Disam the bombs".
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In the Killing Game, the finale of Dr. Graves's second arc, after defeating Proton, Dr. Graves respawns. At that time, Dr. Graves says "I am saying that this script has occurred!" This doesn't make sense in context, and appears to be debug text.
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Not sure when this happened, but the Vector skin, which is mobile friendly by default, has been mobile unfriendly lately. On mobile, I'm seeing size distortions, such as tiny fonts and icons mixed with normal size fonts and icons, and forced desktop layouts, such as a column of site links taking up much of the left side of the screen. These problems are consistent with a missing meta viewport. I also don't see a meta viewport in the HTML head. See Manual:How to make a MediaWiki skin#Responsive skins / adding a meta viewport for a possible solution. First screenshot is wiki's current appearance on my phone. Second screenshot is hacked to have a meta viewport.
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One more bit of advice. Sleet is crucial, so you probably want a good macro or keybind for it. The macro I use is: /macro "I WIN" "powexeclocation self Sleet$$powexeclocation target Sleet" If you don't have a target, the second command is ignored. It'll center the Sleet on yourself. Nice if you're surrounded in melee for whatever reason. If you do have a target, either enemy or ally (e.g. your tank), the second command replaces the first. It'll center the Sleet on your target.
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Go for it. Sleet is such an obscene I WIN button, as long as you get its recharge fast enough, you can get away with anything else, as far as concept, build, and playstyle. Power choice advice: Sleet's long recharge kind of forces you to take the defense buffs for LotG. But at least the buffs are set-and-forget, since buffing's not your interest. I love Frostwork, but you can take it or leave it. Nobody will miss it. Try not to skip Benumb, though. It doesn't slow, but in a team or a raid, vs AVs and GMs, it will be missed. Consider Weave and another defense toggle. Defense is handy since you'll be tending toward an aggressive AoE playstyle likely to draw some aggro. Also gets you two more LotGs for the max of 5. Hasten because your world revolves around recharge. Leviathan Mastery is closest to ice theme, if you want to go that way, but is also decent synergy. School of Sharks + Sleet is almost cheating, Jaws is another hold. I'm not a fan of Power Build Up or Power Boost on cold, because the shields are flagged to ignore power boosts. Slotting advice: 1-slotting your shields is fine, if that's not your interest, and you can't spare the slots. When you're steamrolling, nobody cares if your defense buffs are "only" 18% + 6%. You don't necessarily have to nerf your damage output to go overkill on slows. 5x Ice Mistral's Torment (cheap) plus a slow IO gets you softcap damage, softcap slow, and a recharge bonus. Mix in some range on Frost Breath for good area coverage. Maybe damage+hold HOs (also cheap) on Freeze Rays. As mentioned above, try for 5xLotG, and also recharge and defense set bonuses, once you can afford them.
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Neat for melee ATs. But it'll make the toxic & psi holes on buff/debuff ATs seem all the more odd, perhaps unjustifiable. Buff/debuff powers match resist types to theme, same as armor sets. Colds resist cold, stormies resist energy, D3's resist negative. But a sonic themed tankfender will resist all damage types except a sonic themed damage type. That's weird. So no problems with this change per se, just remember that toxic/psi holes aren't only a melee AT issue.
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issue 27 Focused Feedback: Sonic Attack Revamp
Kai Moon replied to The Curator's topic in [Open Beta] Focused Feedback
From a documentation point of view, I'm imagining a wiki table to lay out this cross-stacking split debuff scheme. I could cut out the archetype differences, but this much complexity would still need at least 3 to 5 columns. Might need its own separate sub-article to fit on mobile. Maybe a flowchart. Am I passive-aggressively pushing for plain debuff stacking or non-stacking? Yes. I'm a jerk before coffee. But I'm also serious, that table's gonna be big, and almost nobody's gonna understand it. -
Rune Burst is the power used by the fire traps in the Hellions part of Death From Below (DFB). It incorrectly deals energy, not fire damage. Apparently a copy paste error from Electric Bomb Blast, the power used by the electric bombs in the Lost part of DFB, which correctly deal energy damage. Tested on level 1 tankers. Steps to reproduce: 1. Create a level 1 elec armor/* tanker with Charged Armor. 2. Queue locked solo for DFB. 3. Untoggle Charged Armor. 4. Get hit by a fire trap, and record damage. 5. Toggle Charged Armor. 6. Get hit by a fire trap, and record damage. 7. Create a level 1 fiery aura/* tanker with Fire Shield. 8. Repeat steps 2-6 with Fire Shield instead of Charged Armor Expected results: Fire Shield reduces Rune Burst damage from 2.02 to 1.41 (30% reduction). Charged Armor has no effect. Actual results: Charged Armor reduces Rune Burst damage from 2.02 to 1.31 (35% reduction). Fire Shield has no effect.
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Account name exposed with "Remember Account Name" unchecked
Kai Moon replied to Kai Moon's topic in Bug Reports
Having a pre-filled account name display as asterisks would be awesome, but getting off-topic. "Make the setting work right" isn't the way I'd put it. "Right or wrong" leaves space for personal opinions, judgement calls whether design is good or bad, clashing expectations based on being used to this old game's quirks vs expectations based on current design practices. Instead, what I want is "Make the setting do what it plainly says it does". The setting is "Remember Account Name". When unchecked, the game will sometimes Remember Account Name anyway. The cause, as seen in the source code, is because uiLogin.c never checks the setting (except to put a checkmark in the box or not). That omission makes the plain text of the setting not match the function of the setting. Fortunately, it's probably a one-line fix. -
Account name exposed with "Remember Account Name" unchecked
Kai Moon replied to Kai Moon's topic in Bug Reports
These appear to be the relevant lines from uiLogin.c : smf_SetRawText(s_editAccount, g_achAccountName, false); smf_CreateAndParse(g_achAccountName, s_editAccount); // Required so smf_SelectAllText works. smf_SelectAllText(s_editAccount); This enters the account name into the text field, but doesn't look at g_iDontSaveName, so always executes. My understanding is that, for housekeeping reasons, g_achAccountName can't be wiped. But enclosing these lines in an if block should stop it from being displayed, which would be good enough. if( !g_iDontSaveName ) { smf_SetRawText(s_editAccount, g_achAccountName, false); smf_CreateAndParse(g_achAccountName, s_editAccount); // Required so smf_SelectAllText works. smf_SelectAllText(s_editAccount); } -
Account name exposed with "Remember Account Name" unchecked
Kai Moon replied to Kai Moon's topic in Bug Reports
I think you're misunderstanding. When I start the game from desktop, the account name is properly blanked out. That part's working fine. The issue is that a LCTMS dumps me back to the login screen, and exposes my account name, whether or not Remember Account Name is unchecked. I can't expect or control that. And it's working contrary to what it says it does, which is a bug in my business. -
Account name exposed with "Remember Account Name" unchecked
Kai Moon replied to Kai Moon's topic in Bug Reports
On the game login screen, I'll update my post -
On the game login screen, unchecking "Remember Account Name" blanks the account name field, but only when starting up the game. So, for example, mapserver crashing or disconnection will expose the account name. This is a security risk for streamers. It should be blanked every time. Steps to reproduce: 1) On the login screen, uncheck "Remember Account Name" 2) Log in, select a server, select a character, enter the game normally 3) Quit to login screen, or simulate a mapserver disconnection Expected results: The account name field is blank, same as game startup Actual results: The account name field shows your account name
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There's a loading screen tip with the old url, any chance we can get that updated?
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Sir Lionel, Night Ward "Handle Drudges" mission acceptance / "Defeat the Drudges" nav text / "3 heads of Drudges to defeat" objective text There are three required enemies to defeat: one is "Head Taskmaster", but the other two have other names, such as "Remote Taskmaster" or "Powerful Spectre". Typo 1: "Powerful Spectre" should be used for Apparitions, not Drudges. Typo 2: The objective complete text is "You defeated Head Taskmaster!" for all three. That's only correct for one of the three.
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Dragon Blue Ink Man defeats do not award Ink Man badge
Kai Moon replied to Kai Moon's topic in Bug Reports
Retested and confirmed this bug is still occurring. These are the "Blue Ink Man" critters in the game: * Tsoo_CoV_Claws_Red_Men "Tiger Blue Ink Man" * Tsoo_CoV_Kama_Red_Men "Eagle Blue Ink Man" * Tsoo_CoV_Katana_Red_Ink_Men "Dragon Blue Ink Man" - does not count for Ink Man badge * Tsoo_CoV_Sai_Red_Men "Serpent Blue Ink Man" * TsooEndgame_BlueInkMan_Claws "Tiger Blue Ink Man" * TsooEndgame_BlueInkMan_Kama "Eagle Blue Ink Man" * TsooEndgame_BlueInkMan_Katana "Dragon Blue Ink Man" * TsooEndgame_BlueInkMan_Sai "Serpent Blue Ink Man" The only critter that breaks the naming convention (added "Ink") is the only one that doesn't count. So I'll bet there's a mismatch between the critter ID and the badge data. -
Sleet and Freezing Rain bugged as of July 27 2020.
Kai Moon replied to modest's topic in Bug Reports
Did some testing. Ticks reliably apply the debuff when the sleet/rain pseudopet is still active. And debuffs reliably stay stuck to enemies outside the pseudopet's radius when it despawns. So it's only unpredictable when a tick of debuff hits enemies at the same time as the despawn. Possibly a timing issue or race condition. Maybe making the pseudopet persist for extra time, no longer attacking, might make a difference? For instance, instead of despawning after 15 seconds, make it last 15.2 seconds, but revoke its powers or make it only-affecting-self after 15. That way, no enemies are taking a tick of debuff at the same time as the despawn. -
Since i27p3, in Crey's Folly, some instances of the low level versions of Crey LTs incorrectly spawn the high level versions instead. These versions are forced to level 35 by their level range. Example, level 31 outdoor spawn. I'm level 34, the minions are correctly level 31 and gray to me. The Crey Juggernaut is the high level version with taunts, and level 35. This also occurs with level 35 Crey Crisis Units and Crey Eliminators in lower level spawns.
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I've gotten feedback from streamers that the sound effects of Kinetics Repel are too loud, and hurt the quality of their streams. I think Sonic Repulsion also has loud sound effects per target, similar to Repel. Suggestion 1: When the ReduceIfKD tag prevents Repel or Sonic Repulsion from knocking a target, don't play visual or sound effects on that target. Repel and Sonic Repulsion have no effect on a target when ReduceIfKD stops the knock. Playing no FX on a target is good UI feedback for nothing happening to that target. It'd also differentiate knock not happening due to ReduceIfKD, from knock happening but less than the target's knock protection. Suggestion 2: Play Repel and Sonic Repulsion's sound effect no more than once per tick, at the user's position. This would be similar to fixing the old Snow Storm bug, where the full visual FX were playing per target, blocking vision. Similarly, multiple Repel sound effects block hearing. Just one Snow Storm visual effect was enough, and same with Repel's sound effect. Suggestion 3: Both of the above! Just doing 1 reduces the volume in some cases, but leaves volume spikes in other cases, like if I use unslotted Repel on rooted enemies. Just doing 2 prevents volume spikes, but leaves confusing visual and sound effects when nothing happens due to ReduceIfKD. I think doing both would have the best result.
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Sleet and Freezing Rain bugged as of July 27 2020.
Kai Moon replied to modest's topic in Bug Reports
I remember myself using Gale to blow things out of Freezing Rain before it ends, when soloing, to avoid this bug and make sure the debuffs stick, back in 2012. Long time ago, I may be misremembering. But it's such a weirdly specific memory, I think it probably happened. I haven't done that on HC, and I wasn't on the secret server, so I think I'm remembering 2012. I'm just puzzled why I didn't post this on the Defender Issues thread. Maybe I reported it after April 2012 (the last archive.org snapshot)? -
Sleet and Freezing Rain bugged as of July 27 2020.
Kai Moon replied to modest's topic in Bug Reports
Not sure what Pzn means, but zoning has nothing to do with what I saw. Sometimes the debuff sticks, sometimes it doesn't. I'm just standing there with my power analyzer, not zoning. Also, it happens in SCoRE, so it's not HC specific. -
Stasis tube can be destroyed, but it permanently blocks the doorway whether destroyed or not, and prevents mission completion. Mission: "Stop Crey Arachnoid research" in the story arc "Building a Better Vermin" from Terrence Dobbs in Grandville Map: Tech_60_Layout_03_02 Approx coords: 2426 0 89 Edit: on my 5th mission reset, the tube spawned far enough from the door to complete
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Sleet and Freezing Rain bugged as of July 27 2020.
Kai Moon replied to modest's topic in Bug Reports
Saw the same inconsistent debuff sticking myself. Checked score, and the debuff sticking is also inconsistent in score, so it's not HC specific. It seems familiar, so it might have been this way in 2012, though I don't see it mentioned in the Current Defender Issues thread as of June 2012. -
One exception: In a "Boss" detail, the critter selected as the "Boss" is not penalized for lacking minion+LT+boss enemy group diversity. The surrounding spawn, if any, may be penalized. This can be seen in "Bads" style farms. If the author creates only bosses/EBs/AVs, and constructs the mission so that "Boss" details spawn alone, then there is no penalty for lacking minions or LTs.